Check out how the beautiful Unreal Engine 4 tech-demo runs on a Nexus 5

Do you remember the Epic Citadel demo?
Based on the Unreal Engine 3, it floored the tech community back in
2010, when it was used to showcase the first-generation iPad's
graphical prowess. At this year's Game Developer Conference, Epic
Games demonstrated the new Unreal Engine 4 running on a Nexus 5
smartphone (a stock unit without modifications, we assume). We know
that Qualcomm's chip is quite capable, but we found it quite
surprising that last year's Snapdragon 800 CPU and Adreno 330 GPU are
able to deliver such rich visuals. In the end, it seems that today's mobile
game developers aren't pushing Qualcomm's silicon nearly hard enough
to showcase its true potential.

It's not fair to accuse game makers,
however. It's not that they are lazy, or that the technology isn't
there - it's just that building games at such scale and detail
requires a huge investment that can hardly be recovered in a market
where $8 titles are considered somewhat expensive. In addition, such
games can turn out massive in terms of data size - larger than what
most users can comfortably download over a Wi-Fi or 4G connection.

Although most smartphone owners are
casual players who play simple games to pass the time, who knows -
maybe mobile games that look as impressive as this tech-demo could
turn them onto complex (and expensive) games. But as everything
that's great, this “maturing” of the market will take time.

Apart from looking better than ever,
Unreal Engine 4 aims to ease developers with development tools that
let them model levels and build games in real-time. For example,
assets can be simply dragged and dropped in the level, while textures
can be selected and applied instantly to the targeted object.

Ofc :) Since when has mobile technology improvements been radical?
Its a good step regardless. The possibilities for porting game titles from console or PC quality really is the only gaming I would be satisfied with.

they have not, but the K2 (or whatever) will be radical because the K1 is late.

The K1 is based on 2y old Kepler arquitecture (on 28nm)
Right now the new generation (maxwell) is coming in 28nm and will roll out in 20nm in late 2014/2015. But even an 28nm Maxwell offers a gigantic efficiency jump

If nvidea bring the next generation with Maxwell it will be a radical change..

unreal engine makes superb intense graphic games like wild blood and few other games ive not played yet

another plus point would be if oems start using better gpu socs like pvrrouge 8xgpu or even great would be 16xgpu. mobile gpu gigaflops are at 130 the highest, this should be tripled to 300gigaflop mark, games would reach 80fps for smooooooth rendereing and no lag

18.papss (unregistered)

Its not entirely solved I have done that with the Nexus 7 its not about the graphics its about he controls, gameplay and feel while you can play with a gamepad it's limited in its functionally its hasn't truely been optimised to play with a game controller. That's why I don't care for gaming on mobile devices when I have the console pc and 3ds that's far better even with its very outdated specs!

Is it me or it has some issues with frame rates?
Impressive as it it I find the GPUs in mobile still have a long way to go.
K1 may be good push in that direction, but I wonder how much can be done in such a tight envelopes (GPUs tend to be a lot more constrained by power than CPUs, as they can paralellize work much better)

Let me say that while these games go for $8 or free to play, they come with very expensive in-app purchases. I never bought any in-app purchases from the Infinity Blade Series.

In Jan 2014, I played my first MMO called Castle Age HD on iOS that was free to play. I bought a starter promo pack for $5 and got hook on in-app purchases. I've spent $800 during these past 12 weeks. I have to buy the promo packs now because it's an arms race. There's a lot of cyber-bullying from cheapskate players who has been on CA for a long time. These tend to be high level losers picking on weaker players. It sucks if you get "chained" because it can interfere with you game. What I do is level up and go back and kick their butt. I ask them: Why is it okay for you to attack me, but it's not okay for me to attack you back? OR Why are you asking for mercy, when I never asked for mercy (when you were attacking me)?

Basically the "devs" know about this "cyberbullying" and actually turn a blind eye because they know competitive people hate to lose, so we keep making in-app purchases like trained monkeys. I was told after level 600, the hazing process tends to end. It's a part of PvP that gets abused, but it is a big part of the game. I hate PvP as I prefer to hunt monster and farm favor points (about 25 to 35 fp a week).

The moral of this post is Unreal Tech left a lot of money on the table in the form of in-app purchases because they failed to understand that people like me have no problem dropping $800 to get even. Had Infinity Blade came with PvP, those guys would have cleaned up.

One more thing, the most I've spent on in-app purchases BEFORE CA was like $10 in one card game called Ascension and didn't spend more than $25 max for all in-app purchases. CA is really addictive and spending the money to level up and watch the cyber-bullies beg for mercy makes its so much fun. I love treating these bullies the same way they treated me, right now, I am involved in 13 different fights and it gets so PERSONAL and NASTY at times. It's an effen slugfest. I know I am going to win because I spend $$$ to level up and they don't -- I typically have go up 10 levels a day to survive against some of the mean-spirited and poorest people online.

I can understand how some people could drop $5,000 to $10,000 a year on in-app purchases.

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